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Adjusting Force Feedback in CLIFFS OF DOVER - BLITZ


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  • Team Fusion
Posted

There is a way to modify the Force Feedback in CoD - Blitz to your own tastes.

In your main IL-2 folder:

il-2 sturmovik cliffs of dover blitz/parts/core/FF/

You will see a number of files... play with the values in them to adjust the FF to your liking.

So those who hate the 109 cannon shake can reduce this force... but warning: You also will reduce the force on all type cannons.

Here's another thread on the subject:

https://theairtacticalassaultgroup.com/forum/showthread.php?t=18629&highlight=force+feedback

  • 1 year later...
Posted (edited)

Hello everybody,

I've got a problem with my MS sidewinder FFB2 stick. The stick works and also the FF effects, except for the spring. So during flight I have no tension on elevator/ailerons. I

 tried the tips in your link but with no difference for the spring tension. Now I found this:

https://theairtacticalassaultgroup.com/forum/showthread.php?t=7374&highlight=force+feedback

 

This works but disables FF completely. No cannon shake etc. In the end it's at least better than having no spring tension at all, but I want to ask if one of you had the same problem and found a better solution?

 

 

Edited by cashing
  • 1 year later...
Posted
On 2/27/2019 at 6:15 AM, cashing said:

Hello everybody,

I've got a problem with my MS sidewinder FFB2 stick. The stick works and also the FF effects, except for the spring. So during flight I have no tension on elevator/ailerons. I

 tried the tips in your link but with no difference for the spring tension. Now I found this:

https://theairtacticalassaultgroup.com/forum/showthread.php?t=7374&highlight=force+feedback

 

This works but disables FF completely. No cannon shake etc. In the end it's at least better than having no spring tension at all, but I want to ask if one of you had the same problem and found a better solution?

 

 

Hey Cashing

Same problem here only mine works until I pull the trigger, than I lose all Yaw and Pitch tension...

It does come back after awhile and I still have feedback when firing guns or canons but lt's a limp noodle for a good long while...( No puns please) I hope they can sort this out, I really dont like flying without my force feedback.

Posted
12 hours ago, Divemonkie said:

Hey Cashing

Same problem here only mine works until I pull the trigger, than I lose all Yaw and Pitch tension...

It does come back after awhile and I still have feedback when firing guns or canons but lt's a limp noodle for a good long while...( No puns please) I hope they can sort this out, I really dont like flying without my force feedback.

 

Try simFFB_64.

 

https://forums.eagle.ru/showthread.php?t=181606

Posted

Outstanding!!

thank you both. I'm home for the weekend so I'll be trying, reading up on these.

 

Will check out simFFB first thing...that looks to be an interesting saluetion.  

  • 8 months later...
Posted (edited)

FF very unsatisfactory in CloD :(

 

Customers expected to mess around with files that easily get corrupted and don't work, or expected to use a 3rd party app is not good.  Please provide an in-game setting facility for FF like other titles.  

 

 

Edited by ACG_Talisman
  • Upvote 1
OBT-Mikmak
Posted (edited)

I got a MS FFB 2 and i find the FF in CloD way better than in other sims.

It just need a bit of tuning which is not difficult at all...

Here is how to configure the effects of Force Feedback in CloD:

In the "
C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Cliffs of Dover Blitz\parts\core\FF" folder you will find .ffe files that match the various force feedback effects that CloD supports.

- autocannon.ffe: effect on gunfire
- bomb.ffe: effect when dropping a bomb
- machinegun.ffe: effect when firing machine gun
- mortar.ffe: I do not know what this effect
- punch.ffe: effect that manages the vibrations during taxiing (during take-off in particular)
- shake.ffe: effect due to turbulence during stalling (as a function of the stall intensity) as well as when the flaps or the landing gear exit.
- spring.ffe: stiffness effect of the handle linked to the air flows on the control surfaces (function of the speed of the airplane)

The software Fedit (right clic -> save linked target) allows to edit these files and modify lot of parameters (amplitude, frequency, etc ...)

 

fedit10.jpg


For my part, I have notably changed the effects of weapons as well as that of turbulence, I greatly reduced the effect of guns because on the 109 E3 / 4 I found the effect too strong.

Here is the files ffe that I use with my joystick Microsoft Force Feedback 2  (right clic -> save linked target)

Caution: When performing a "cache integrity check" in Steam, the .ffe files that have been modified are replaced with the default .ffe files.
Do not forget to save your .ffe files if you like your settings.

Edited by OBT-Mikmak
  • Like 1
Posted (edited)

Thank you Mikmak.  I copied and pasted in your spring force ffe file and it was worse than the default and completely messed up.  I had to revert to the awful default settings. 

We should not need to mess about like this to get a work around for poor implementation by the dev's, who have not provided a proper management tool in-game and given default settings that are very poor.  One only needs to read the threads that keep popping up on this to see that this is an issue that is going no place in terms of customer satisfaction.  You may be satisfied, but you seem willing to jump through a lot of hoops to get there that I can't get through and am fed up with trying to jump.

Big thank you to you for trying to help.

 

Happy landings,

 

Talisman

 

Edited by ACG_Talisman
  • 3 years later...
Posted

Sorry to resurrect this old thread.
I have an FFBeast.
I have no force feedback at all in il2CLOD (with tobruk).
I have read the manual and I use devorder so the base is the first device.
The stick is limp. No feedback at all.

In il2 bos or DCS it works well.
Any suggestion?

Posted
2 hours ago, Virus* said:

Sorry to resurrect this old thread.
I have an FFBeast.
I have no force feedback at all in il2CLOD (with tobruk).
I have read the manual and I use devorder so the base is the first device.
The stick is limp. No feedback at all.

In il2 bos or DCS it works well.
Any suggestion?

 

None of the current crop of FFB (Beast, Rhino etc) are getting whatever it is they need out of CloD.

 

I presme its down to TFS and those manufacturers to have a conversation.

 

I was also dissappointed about its incompatabilty. 

Posted
7 hours ago, Virus* said:

Sorry to resurrect this old thread.
I have an FFBeast.
I have no force feedback at all in il2CLOD (with tobruk).
I have read the manual and I use devorder so the base is the first device.
The stick is limp. No feedback at all.

In il2 bos or DCS it works well.
Any suggestion?

Hey Virus, thanks for reaching out. We are aware of the issue with newer FFB joys. I believe that the problem is Cliffs would need to stream telemetry data to the FFB application, and we don't support that feature at the moment. I'm looking into this for the future, but unfortunately we have other urgent priorities and we can't make any promises.

 

That being said, I took at look at the manual and it looks like your joy should support the regular DirectX FFB. Can you take a look at this link?

https://ffbeast.github.io/docs/en/joystick_manual_ffbeast_commander.html#standard-ffb-directx

 

Maybe some more experienced player can help as well. Let me know how it goes :salute:

Posted
4 hours ago, =TLP=batmacumba said:

I'm looking into this for the future, but unfortunately we have other urgent priorities and we can't make any promises.

 

 

There is a rising trend back to FFB. I think it would be a mistake to put it on the back burner. @jdu / @OBT-Eazy have telemetry exported from Cliffs for Tacview already. I dont know if that data could be used for FFB but I assume its exporting the type of information required in terms of AoA, speed, damage etc. 

  • Upvote 1
Posted
6 hours ago, =TLP=batmacumba said:

Hey Virus, thanks for reaching out. We are aware of the issue with newer FFB joys. I believe that the problem is Cliffs would need to stream telemetry data to the FFB application, and we don't support that feature at the moment. I'm looking into this for the future, but unfortunately we have other urgent priorities and we can't make any promises.

 

That being said, I took at look at the manual and it looks like your joy should support the regular DirectX FFB. Can you take a look at this link?

https://ffbeast.github.io/docs/en/joystick_manual_ffbeast_commander.html#standard-ffb-directx

 

Maybe some more experienced player can help as well. Let me know how it goes :salute:

Yeah...it supports regular DirectX FFB....Infact as written above in DCS and Il2 BoX it works without issue, with and without, the FFBeast telemetry app.
But in il2 CLOD the stick is just limp, without any force or any effect.

In the old il2 1946 it works (but on the ground the stick is pushed back and on the right...so there is some issue) so I would expect to work for Il2 clod as well.

About the link you posted...Yes I am aware of that...

Infact I have a profile for games with no telemetry but DirectX FFB in my FFBeast app.

image.thumb.png.277d85885865ae79c877be47de2ed7a3.png

Posted
2 hours ago, Virus* said:

Yeah...it supports regular DirectX FFB....Infact as written above in DCS and Il2 BoX it works without issue, with and without, the FFBeast telemetry app.
But in il2 CLOD the stick is just limp, without any force or any effect.

In the old il2 1946 it works (but on the ground the stick is pushed back and on the right...so there is some issue) so I would expect to work for Il2 clod as well.

About the link you posted...Yes I am aware of that...

Infact I have a profile for games with no telemetry but DirectX FFB in my FFBeast app.

image.thumb.png.277d85885865ae79c877be47de2ed7a3.png

 Since you posted on ATAG, I'll continue this discussion there.

https://theairtacticalassaultgroup.com/forum/showthread.php?t=38265

Posted
31 minutes ago, =TLP=batmacumba said:

 Since you posted on ATAG, I'll continue this discussion there.

https://theairtacticalassaultgroup.com/forum/showthread.php?t=38265

 

Is that in the beta testers thread?   It appears I dont have permission to view it at any rate. May I suggest you continue the discussion here instead of behind closed doors?  It may just benefit others. 

major_setback
Posted
10 hours ago, BOO said:

 

Is that in the beta testers thread?   It appears I dont have permission to view it at any rate. May I suggest you continue the discussion here instead of behind closed doors?  It may just benefit others. 

I forwarded your comment to that ATAG thread.

  • Thanks 1
Posted
9 hours ago, major_setback said:

I forwarded your comment to that ATAG thread.

 

Thank you Setback. Im happy to be a guinea-pig for the Rhino is help is needed. From the reaction in the VP discord to enquiries about the FFC in CloD its unlikley it'll get any of their dev time unless there is some notion of what is wrong/going on in the game's code. 

 

It would be a shame if CloD was frozen out of the current resurgence of FFB. 

  • 3 weeks later...
Posted

I just tried Cliffs using the VPforce Rhino. Seems to run without issue without telemffb or Configurator running.

Posted
20 hours ago, Dagwoodyt said:

I just tried Cliffs using the VPforce Rhino. Seems to run without issue without telemffb or Configurator running.

 

By without issue what do you mean?

 

I've run it both with and without and whilst it appears to have some cetering spring to it there are no momentary effects, no speed effects, no stall/edge of stall effects etc. 

Posted
20 minutes ago, BOO said:

 

By without issue what do you mean?

 

I've run it both with and without and whilst it appears to have some cetering spring to it there are no momentary effects, no speed effects, no stall/edge of stall effects etc. 

I've only flown Blitz in Spitfires 1A 100 and II so I can't challenge your observations, but stall buffet, speed stiffening of control effort and weapons vibration seem to be there in those aircraft.

Posted
6 minutes ago, Dagwoodyt said:

I've only flown Blitz in Spitfires 1A 100 and II so I can't challenge your observations, but stall buffet, speed stiffening of control effort and weapons vibration seem to be there in those aircraft.

 

Thats wierd. I got nothing but basic spring resistance.  Its all there in DCS and GB so I dont think its a USB conection issue. I did have a sidewinder but its long been lent out and, franky, the lad I gave it too has far more important things to worry about sadly these days. 

Posted
2 hours ago, BOO said:

 

Thats wierd. I got nothing but basic spring resistance.  Its all there in DCS and GB so I dont think its a USB conection issue. I did have a sidewinder but its long been lent out and, franky, the lad I gave it too has far more important things to worry about sadly these days. 

I just flew the Spitfire Mk II and can confirm stick going limp as stall approaches and stiffening in dive. Also noticing stick vibration when engine coughs. MG vibrations seem to cut out occasionally. What seems lacking is any effect related to operation of flaps or landing gear.

Posted
53 minutes ago, Dagwoodyt said:

I just flew the Spitfire Mk II and can confirm stick going limp as stall approaches and stiffening in dive. Also noticing stick vibration when engine coughs. MG vibrations seem to cut out occasionally. What seems lacking is any effect related to operation of flaps or landing gear.

 

I dont think there was ever any effet for them n clod. That wold be a telem thing but there is no telem. I just dont understand why you have effects and I dont. 

Posted

I just flew Spitfire 1A 100 oct. against a G50. Spun the Spitfire and definitely got stick vibrations. Having to deal with ffb effects makes the freakish AI gyrations seem all the more ridiculous.🤣

Posted
6 hours ago, BOO said:

 

I dont think there was ever any effet for them n clod. That wold be a telem thing but there is no telem. I just dont understand why you have effects and I dont. 

Can both of you upload your log.txt files here, please? Or send them to me through PM. Thanks!

Posted
3 hours ago, batmacumba said:

Can both of you upload your log.txt files here, please? Or send them to me through PM. Thanks!

 

Heres mine. Thanks for looking

 

 

log.txt

  • Thanks 1
Posted

@batmacumba just to add, I've verifed the install, have no conflicting controller issues on steam and Dxdiag show a clear bill of health. Clearly its a "me" thing but what its is I dunno. 

  • Upvote 1
Posted
1 hour ago, BOO said:

@batmacumba just to add, I've verifed the install, have no conflicting controller issues on steam and Dxdiag show a clear bill of health. Clearly its a "me" thing but what its is I dunno. 

It's clearly some issue with the game, as you're not the only one reporting this kind of behavior, even if it works for @Dagwoodyt.

 

In the other forum, @Virus* managed to make it work (with issues) by following this procedure:

Quote

OK, I managed to make it work...
Tricky but can be done.
Basically I need to start the game without the FFBeast app running, then after loading in a mission I can load it..FFB won't work for about 10 seconds then it will work.
Only one issue though....on the ground I have the stick pushed backward and left and there is no way to trim or fix it.
On air start it doesn't happen. But if you land it will happen again.

 

Can you tell me if that does anything for you? This is not a solution, it's only so that I can start to get an idea of where this issue could be in the code. Cheers 🫡

Posted
7 minutes ago, batmacumba said:

It's clearly some issue with the game, as you're not the only one reporting this kind of behavior, even if it works for @Dagwoodyt.

 

In the other forum, @Virus* managed to make it work (with issues) by following this procedure:

 

Can you tell me if that does anything for you? This is not a solution, it's only so that I can start to get an idea of where this issue could be in the code. Cheers 🫡

 

Just gave it a go. Starting on the SP GB free flight.  Rhino is powered and connected. It registers in both the games UI as an axis and in the controller config program. Its applied to a basic control profile, saved and applied. Without the VP program running, the stick provides spring like resistance that is constant (ie not speed variable) but nothng else. With VP software on, the stick is registering movement with it but in game the results are the same.  

  • Thanks 1
Posted
1 hour ago, BOO said:

 

Just gave it a go. Starting on the SP GB free flight.  Rhino is powered and connected. It registers in both the games UI as an axis and in the controller config program. Its applied to a basic control profile, saved and applied. Without the VP program running, the stick provides spring like resistance that is constant (ie not speed variable) but nothng else. With VP software on, the stick is registering movement with it but in game the results are the same.  

Alright, thank you. I'll have to take a look at this part, I've never looked at it. I'll get back when I have news 👍

  • Thanks 1
Posted

@batmacumba . I asked in the Rhino Discord and, kindly, Number481  who I think is one of if not the main gut behind the Telem software has investigated and found a potential fix.  Hopefully this may help you elimiate the problem in the first place. 

 

 

CLoD supports DirectX FFB but has issues with device enumeration.  As soon as it finds a joystick device that advertises FFB support, that is where it stops looking.  Any other FFB device that is connected is ignored in terms of FFB generation.

  For many people this first device may be ‘vJoy Device’, even if FFB is disabled in the vJoy settings.  The result is that “FFB does not work”, when in reality, CLoD is sending FFB commands to vJoy, or, in the case of users with multiple FFB devices (i.e. pedals or collective), to the wrong FFB device.

 

The solution is to use devreorder to fix the enumeration order of the joystick devices on your system (https://github.com/briankendall/devreorder/releases).

 

After unzipping the devreorder package:

Run DeviceLister.exe and make note of the output:

AD_4nXeYAXGleXhdmDulIb_4onHSuLB-ED8xXUloj2ZklXl9W19CIw5-Ptd-cAsdxxbxuSBHMOpGDuDWYEWYR_TJm8Ny3mqSQ34q6UBvVYi5vcXJLrao54Hdpfw6QYcUcteM5aNIhg8l?key=3SPc2brlpGqQJOlKFggx9A

This is the exact order in which CLoD will see the joystick devices.  You can see from the output that my FFB Pedals appear before my Joystick.  The end result is that my Pedals are being given the FFB effects during game play.

Here is the procedure to resolve the issue:

  • From the devreorder package, make a copy of devreorder.ini and place it in the root folder of CLoD (i.e. Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Cliffs of Dover Blitz)

  • From the devreorder package, copy x64/dinput8.dll and place it in the /parts/core folder of your CLoD install.

    • Note, the instructions for performing this that are hidden away  in the help document make specific reference to the x86 version of the dll file.  However it seems the game has been updated to 64bit and requires the x64 version (as of 12/20/24 using standard steam install)

  • Open DeviceLister.exe from the devreorder package

  • Edit the new devreorder.ini file that you placed into the game folder

    • Follow the guideline documentation inside the ini file but, in general, paste the NAMES only of the devices (excluding the quotes and GUID values) , in the order you want them to be enumerated, into the [order] section of the ini file. 

    • Make sure that your VPforce Rhino Joystick (or appropriate name) is listed before any other FFB capable device (including vJoy!!!)

Using the above devicelister output as an example, here is the resulting ini file [order] section:

AD_4nXfKwgikmJ8KPbjmz1rmCo2en5dK4RQ_6yYoZORm2VSgXMQzd437oFTlfd3r_N4cYV3E92WUvGpz3i-HsW9zJncJos_K56v40wKf__XuhCMRs_jBONrn8aebyA6zYytQZx-ZRejTlQ?key=3SPc2brlpGqQJOlKFggx9A

You can see here that the only difference is that I have placed my Joystick at the top of the list.  

 

After making these changes, the FFB effects are applied to the correct device.

 

Note:  I have read many reports of general FFB issues with CLoD, often resulting in people modifying the “ffe” files that are included with the game.  That is outside the scope of this guide.

This guide is only intended to get CLoD to use the correct FFB device

 

  • Thanks 3
  • Upvote 1
Posted
15 minutes ago, BOO said:

@batmacumba . I asked in the Rhino Discord and, kindly, Number481  who I think is one of if not the main gut behind the Telem software has investigated and found a potential fix.  Hopefully this may help you elimiate the problem in the first place. 

 

 

CLoD supports DirectX FFB but has issues with device enumeration.  As soon as it finds a joystick device that advertises FFB support, that is where it stops looking.  Any other FFB device that is connected is ignored in terms of FFB generation.

  For many people this first device may be ‘vJoy Device’, even if FFB is disabled in the vJoy settings.  The result is that “FFB does not work”, when in reality, CLoD is sending FFB commands to vJoy, or, in the case of users with multiple FFB devices (i.e. pedals or collective), to the wrong FFB device.

 

The solution is to use devreorder to fix the enumeration order of the joystick devices on your system (https://github.com/briankendall/devreorder/releases).

 

After unzipping the devreorder package:

Run DeviceLister.exe and make note of the output:

AD_4nXeYAXGleXhdmDulIb_4onHSuLB-ED8xXUloj2ZklXl9W19CIw5-Ptd-cAsdxxbxuSBHMOpGDuDWYEWYR_TJm8Ny3mqSQ34q6UBvVYi5vcXJLrao54Hdpfw6QYcUcteM5aNIhg8l?key=3SPc2brlpGqQJOlKFggx9A

This is the exact order in which CLoD will see the joystick devices.  You can see from the output that my FFB Pedals appear before my Joystick.  The end result is that my Pedals are being given the FFB effects during game play.

Here is the procedure to resolve the issue:

  • From the devreorder package, make a copy of devreorder.ini and place it in the root folder of CLoD (i.e. Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Cliffs of Dover Blitz)

  • From the devreorder package, copy x64/dinput8.dll and place it in the /parts/core folder of your CLoD install.

    • Note, the instructions for performing this that are hidden away  in the help document make specific reference to the x86 version of the dll file.  However it seems the game has been updated to 64bit and requires the x64 version (as of 12/20/24 using standard steam install)

  • Open DeviceLister.exe from the devreorder package

  • Edit the new devreorder.ini file that you placed into the game folder

    • Follow the guideline documentation inside the ini file but, in general, paste the NAMES only of the devices (excluding the quotes and GUID values) , in the order you want them to be enumerated, into the [order] section of the ini file. 

    • Make sure that your VPforce Rhino Joystick (or appropriate name) is listed before any other FFB capable device (including vJoy!!!)

Using the above devicelister output as an example, here is the resulting ini file [order] section:

AD_4nXfKwgikmJ8KPbjmz1rmCo2en5dK4RQ_6yYoZORm2VSgXMQzd437oFTlfd3r_N4cYV3E92WUvGpz3i-HsW9zJncJos_K56v40wKf__XuhCMRs_jBONrn8aebyA6zYytQZx-ZRejTlQ?key=3SPc2brlpGqQJOlKFggx9A

You can see here that the only difference is that I have placed my Joystick at the top of the list.  

 

After making these changes, the FFB effects are applied to the correct device.

 

Note:  I have read many reports of general FFB issues with CLoD, often resulting in people modifying the “ffe” files that are included with the game.  That is outside the scope of this guide.

This guide is only intended to get CLoD to use the correct FFB device

 

Wow, @BOO, great job! 👏👏👏

 

I guess we know the root cause now. I can make a fix for this, if it's not too complex within the code. I'll take a look and try to estimate when we can fix this.

  • Upvote 2
Posted
24 minutes ago, batmacumba said:

Wow, @BOO, great job! 👏👏👏

 

I guess we know the root cause now. I can make a fix for this, if it's not too complex within the code. I'll take a look and try to estimate when we can fix this.

 

Well I only asked a question. 🙂  Number 481 and VP deserve the thanks.

 

Even if you cant fix it (I hope you can) or it takes time, the solution isnt so complicated given the new FFB stuff is also a bit of a science in itself and owners are probably a little more open to tinkering. 

 

In the past Clod always had an issue with device order screwing up bindings if thy were unplugged and reconnected in a different order. Its because of that I discovered USB hubs 🙂 I think that was less about buggy code and more about the orginal game being made in age where you had one joystick and that was it though.  That got resolved at some point around the launch of Blitz by Colander getting the game to recognise device names. Im unsure if that makes any difference to the issues since but thought Id mention it. 

 

In my case it appears vJoy is now recognised on my PC as the first amonst equals due to swapping most of my original gear over time. 

 

Posted
27 minutes ago, BOO said:

 

Well I only asked a question. 🙂  Number 481 and VP deserve the thanks.

 

Even if you cant fix it (I hope you can) or it takes time, the solution isnt so complicated given the new FFB stuff is also a bit of a science in itself and owners are probably a little more open to tinkering. 

 

In the past Clod always had an issue with device order screwing up bindings if thy were unplugged and reconnected in a different order. Its because of that I discovered USB hubs 🙂 I think that was less about buggy code and more about the orginal game being made in age where you had one joystick and that was it though.  That got resolved at some point around the launch of Blitz by Colander getting the game to recognise device names. Im unsure if that makes any difference to the issues since but thought Id mention it. 

 

In my case it appears vJoy is now recognised on my PC as the first amonst equals due to swapping most of my original gear over time. 

 

 

👍

 

Yeah, I'm really interested in the USB problems as well. I'm gonna create a topic here to understand what kind of issues people may still have with the game forgetting their bindings. I imagine the veterans have worked around the bugs, but we must fix them if we are to attract new players and keep them around.

 

I think the critical situation is when Windows decides to switch the name of the device, right?

Posted
10 minutes ago, batmacumba said:

 

👍

 

Yeah, I'm really interested in the USB problems as well. I'm gonna create a topic here to understand what kind of issues people may still have with the game forgetting their bindings. I imagine the veterans have worked around the bugs, but we must fix them if we are to attract new players and keep them around.

 

I think the critical situation is when Windows decides to switch the name of the device, right?

 

I can only speak for myself but I never encountered and issues with windows switching stuff but I always followed the same voodoo of plugging everything back in to the same USB ports before switching on the box if I ever unplugged anything. USB hubs seemed to eraticate the issue for most I recall. For me it just meant I only had one plug to worry about. 

 

I understood that the fix in Clod to remember devices by name was supposed to solve the issue. As it never affected me, I never noticed other than having to rebind when it initally happened possibly. 

 

The FFB thing may be something of a lurker given FFB just wasnt a thing for many for such a long time. I dont know how VJoy came to be installed on my PC but clearly I installed it somewhere down the line for something. I suspect many others will have this hanging about in a dark corner somewhere. 

 

The test for me will be to uninstall it and see if that resolves things without the need for Reorder. The test after that will be finding out what no longer works without it!! 🙂 

  • Haha 1
Posted
2 hours ago, BOO said:

 

I can only speak for myself but I never encountered and issues with windows switching stuff but I always followed the same voodoo of plugging everything back in to the same USB ports before switching on the box if I ever unplugged anything. USB hubs seemed to eraticate the issue for most I recall. For me it just meant I only had one plug to worry about. 

 

I understood that the fix in Clod to remember devices by name was supposed to solve the issue. As it never affected me, I never noticed other than having to rebind when it initally happened possibly. 

 

The FFB thing may be something of a lurker given FFB just wasnt a thing for many for such a long time. I dont know how VJoy came to be installed on my PC but clearly I installed it somewhere down the line for something. I suspect many others will have this hanging about in a dark corner somewhere. 

 

The test for me will be to uninstall it and see if that resolves things without the need for Reorder. The test after that will be finding out what no longer works without it!! 🙂 

 

Yeah, I'll stress test the USB thing and see what happens. I'm guessing we're missing a mechanism similar to what GB does when it can't find your joystick by name, then it asks if you want to transfer your bindings to another joystick.

 

I've identified where we need to change the code for the FFB fix. It looks doable, but it will be low priority and it will be hard to test since I don't own multiple FFB devices, we'll figure it out. I may ask for your help in the future, if I can't find TFS people with multiple FFB devices 😅

Posted

@batmacumba. Good stiff. With Vjoy gone and the Rhino being the only controller, the game does, as expected pick this up as the device to sned the FFB to. Thats good.

 

Whats not good is that the game also chooses this device to send all the old FFB implementation bugs to as well. Worse the old fixes I used relably with the Sidewinder no longer work. 

 

In short, red aircraft (mainly) can start without FFB - this used to be fixed by alt-tabbing - not sure if it still does.

AI gunners and dropping ordinance (mortar file) kills FFB until you drop below 320 km/h where it reengages (or might kill it for good - cant recall)

Firing weapons in the 109 and 110 (autocannon etc) kills the FFB until you drop below 320km/h where it reengages. This used to be fixable by doing it once, dropping to 320 km/h and letting the FFB reengage but now it does it every trigger press. 

 

There used to be relable fixes for this behaviour in the past but it now seems they no longer work. Additionally, old altered FFB files I used in the past no longer behave as they did (so the autocannon now has no effect but still kills the FFB if you fire for instance). So its a back to the drawing board. 

 

Given red also now have cannon on all but the early birds, FFB in Clod seems to be even more broken that it perhaps once was at this stage though I cant recall any mention of TFS ever doing anything specifically to it. Perhaps it a specific joystick thing but I cant see it as this is standard DX FFB. 

 

Thanks for looking into this.

Posted
1 hour ago, BOO said:

@batmacumba. Good stiff. With Vjoy gone and the Rhino being the only controller, the game does, as expected pick this up as the device to sned the FFB to. Thats good.

 

Whats not good is that the game also chooses this device to send all the old FFB implementation bugs to as well. Worse the old fixes I used relably with the Sidewinder no longer work. 

 

In short, red aircraft (mainly) can start without FFB - this used to be fixed by alt-tabbing - not sure if it still does.

AI gunners and dropping ordinance (mortar file) kills FFB until you drop below 320 km/h where it reengages (or might kill it for good - cant recall)

Firing weapons in the 109 and 110 (autocannon etc) kills the FFB until you drop below 320km/h where it reengages. This used to be fixable by doing it once, dropping to 320 km/h and letting the FFB reengage but now it does it every trigger press. 

 

There used to be relable fixes for this behaviour in the past but it now seems they no longer work. Additionally, old altered FFB files I used in the past no longer behave as they did (so the autocannon now has no effect but still kills the FFB if you fire for instance). So its a back to the drawing board. 

 

Given red also now have cannon on all but the early birds, FFB in Clod seems to be even more broken that it perhaps once was at this stage though I cant recall any mention of TFS ever doing anything specifically to it. Perhaps it a specific joystick thing but I cant see it as this is standard DX FFB. 

 

Thanks for looking into this.

 

That sucks. Thanks for reporting. Is this something everyone experiences?

 

I would suggest the following course of action, then, in this whole FFB saga:

 

1. Implement support for multiple FFB devices;

2. Implement motion and telemetry streams;

3. Fix standard DX FFB bugs.

 

Number #2 is something I had already mapped and it would work around these bugs, I imagine, while also making the motion platform and simshaker people happy.

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